1. 07 9月, 2011 1 次提交
  2. 06 9月, 2011 1 次提交
    • A
      Moved depth buffer writing control from renderer into material. · 8c326a22
      alteredq 提交于
      This allows, for example, better integration of additively blended materials with a regular scene.
      
      Not to be confused with depthTest (which controls complete access to depth buffer, including reading).
      
      Also messed up a bit with particle emitter example.
      8c326a22
  3. 05 9月, 2011 1 次提交
  4. 02 9月, 2011 1 次提交
  5. 01 9月, 2011 2 次提交
    • A
      Added MaskPass to postprocessing and clearTarget to WebGLRenderer. · 59bfd811
      alteredq 提交于
      Masking was real pain to get working with multiple render targets :/.
      
      Unfortunately this introduced dependencies on MaskPass.js and ShaderPass.js even for use cases that do not use masking. Bah, will need to figure out some better way for deployment.
      59bfd811
    • A
      Refactored postprocessing to use double buffering. · 20fae814
      alteredq 提交于
      Cause everywhere there are warnings about not writing to the same texture which is also being read. Curiously enough this didn't make problems so far (save for mysterious lines when doing "heat" effect in ro.me).
      20fae814
  6. 31 8月, 2011 4 次提交
  7. 30 8月, 2011 3 次提交
  8. 29 8月, 2011 1 次提交
  9. 17 8月, 2011 2 次提交
  10. 04 7月, 2011 1 次提交
  11. 07 6月, 2011 1 次提交
  12. 29 5月, 2011 1 次提交
  13. 17 4月, 2011 1 次提交
  14. 14 4月, 2011 1 次提交
  15. 13 4月, 2011 1 次提交
  16. 03 4月, 2011 1 次提交
  17. 26 3月, 2011 2 次提交
  18. 23 3月, 2011 1 次提交
    • M
      REVISION ++ · ae80b2b8
      Mr.doob 提交于
      Updated builds and README.
      ae80b2b8
  19. 09 3月, 2011 2 次提交
    • A
      Added FileAPI to Detector. · 4c596479
      alteredq 提交于
      Also for the moment reverted autoupdate of canvas based textures. This breaks things and proper fix seems to require more efforts :(
      4c596479
    • A
      Brought back bloom. · c61f89ba
      alteredq 提交于
      Also updated GUI-DAT (didn't help with recent Chrome compositing bugs, though this is Chrome Windows issue), added FileAPI to Detector and fixed aspect ratio bug in WebGLRenderer.
      c61f89ba
  20. 28 2月, 2011 1 次提交
    • A
      Refactored everything to use CamelCase naming for properties. Plus some... · cf2e8c1b
      alteredq 提交于
      Refactored everything to use CamelCase naming for properties. Plus some smaller fixes here and there.
      
      Went through all examples, all should work.
      
      JSON files exported from Blender / converted from OBJ files still use underscored property names internally. I don't know, should these also be changed?
      cf2e8c1b
  21. 27 2月, 2011 1 次提交
  22. 25 2月, 2011 1 次提交
  23. 24 2月, 2011 1 次提交
    • A
      Textures are now updateable. · cff95a11
      alteredq 提交于
      That was much tougher than expected. No wonder other WebGL video demos around the web are broken.
      
      Firefox OpenGL / ANGLE and Chrome OpenGL were ok, getting it to work in Chrome ANGLE was rather tricky.
      
      Please report if something got broken. I tried to go through all textured examples but I may have missed something.
      
      If you want to refresh texture on WebGL side, you just set "texture.needsUpdate" flag (if you use Loader or ImageUtils.loadTexture / loadTextureCube everything is taken care of).
      
      Flag has to be set also for canvas-based textures, sorry no escaping this :(. I tried and it lead to ugly problems (e.g. AO minecraft demo mixes several asynchronously loaded and generated images into one texture, with autodetect always something was broken).
      
      "needsUpdate" should work also on cube textures, though it's not tested yet (also there I didn't put hack for Chrome ANGLE).
      cff95a11
  24. 23 2月, 2011 3 次提交
    • M
      Changed build setup: · fef3c084
      Mr.doob 提交于
      	build/Three.js - Includes all renderers + extras
      	build/custom/ThreeCanvas.js - Canvas renderer only
      	build/custom/ThreeDOM.js - DOM renderer only
      	build/custom/ThreeSVG.js - SVG renderer only
      	build/custom/ThreeWebGL.js - WebGL renderer only
      	build/custom/ThreeExtras.js - Extras only
      
      Moved `THREE.Detector.js` to `examples/js/Detector.js`.
      
      Updated examples to reflect these changes.
      fef3c084
    • M
      `src/objects/Object3D.js` ⟶ `src/core/Objects3D.js` · a4a8f184
      Mr.doob 提交于
      a4a8f184
    • M
      Simpler RequestAnimationFrame.js · 405b72c2
      Mr.doob 提交于
      405b72c2
  25. 22 2月, 2011 2 次提交
  26. 29 12月, 2010 1 次提交
  27. 10 12月, 2010 1 次提交
  28. 08 12月, 2010 1 次提交
    • A
      Made WebGL terrain demo work in Firefox 4. · 1053ab24
      alteredq 提交于
      Firefox doesn't like Typed Array constructors without explicit sizes.
      
      Also in Firefox there were some weird artefacts in Perlin noise when using Int8Array (patterns were repeated across diagonal lines).
      1053ab24